CertainAffinity

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  • New Halo 2 maps get ripped apart

    by 
    Dustin Burg
    Dustin Burg
    04.18.2007

    The new Halo 2 maps Tombstone and Desolation have been released for like, what, 30 hours and are already being torn apart. Over at Halo.bungie.org the legendary Mr. Wu posted a bunch of links cataloging all the glitches and easter eggs surrounding the two new maps, including an original Halo pistol sighting. And yes, you can pick it up via modding. People have even found a way to get out of the map in Tombstone, avoiding the instant kill barriers that float above head. Poor new Halo 2 maps ... you didn't even stand a chance.

  • Fresh Halo 2 maps feel like home

    by 
    Dustin Burg
    Dustin Burg
    04.12.2007

    With the new Halo 2 maps coming out on April 17th, Frankie thought it'd be a great idea to talk to developer Certain Affinity about the two new maps. And for those who don't know, Certain Affinity was semi-contracted out to create the two new Halo 2 maps, "Tombstone" and "Desolation". In Frankie's interview they discuss the creative process and the challenges the team faced in creating new multiplayer maps that were based on Halo originals. It's a great read to really get into the heads of Certain Affinity and to see what kind of thought process goes into the development of new content. And did we mention there are new screen grabs and concept art of the multiplayer maps? Heck, that's reason enough to make the jump ... so start jumping![Thanks, un1qu3 n3wy0rk]

  • Bungie talks Halo 2 maps

    by 
    David Dreger
    David Dreger
    04.03.2007

    In Bungie's latest Weekly Update, Frankie went into greater detail with regards to Tombstone and Desolation. He complimented Certain Affinity's ability to bring Hang 'Em High and Derelict successfully to Halo 2's gameplay changes from that of Halo. There was obviously a lot more thought put into the changes than just changing the textures and taking away the roof, as the map also features fall damage, which we believe is to be exclusive to that map at this point. As for Desolation, it's been streamlined for competitive play and features grav lifts, ramps around the perimeter, as well as face lifts, moving from an abandoned spacecraft to an open forest.

  • Certain Affinity talks about Microsoft and Halo

    by 
    Dustin Burg
    Dustin Burg
    01.23.2007

    GameIndustry.biz interviewed Max Hoberman, Certain Affinity founder, about his reasons for braking away from Bungie, what projects they are working on, and the future of their company. Max explains why he left Bungie and how supportive both Bungie and Microsoft have been in his start-up venture. Bungie happily contracted Certain Affinity to work on the new Halo 2 maps that will be coming out in the spring and they are also working on another special 360 project. Max also went on to compliment the Xbox platform and Xbox Live, giving further praise to Halo 3's multiplayer saying "it's years ahead of everything that's out there". The interview is a good read if you're at all interested in Bungie's internal operations or how Microsoft works with its developers. And yes, we're holding you to your Halo 3 multiplayer comment Mr. Hoberman.

  • Bungie dev departs to deploy new studio, Certain Affinity [update 1]

    by 
    Ross Miller
    Ross Miller
    12.14.2006

    Halo 3 multiplayer lead Max Hoberman has left Redmond-based Bungie Studios to form his own studio, Certain Affinity in Austin, Texas. In a swan song interview with former employers Bungie, Hoberman confirms that he will still remain close to the Bungie staff. Hoberman notes that since this decision has been in the works for some time, his multiplayer vision and planning will continue to haunt the team finishing up Halo 3, now in its alpha stage of development. Certain Affinity is currently a staff of nine experienced developers, averaging 12 years of industry experience apiece, and are currently seeking an Art Director for team player number 10. Their first project will be finishing up Halo 2 multiplayer maps. Certain Affinity is "simultaneously building a game of our own" that we guess will be made using the Halo engine, once the team is acclimated to it. What's amazing is that, from what we can tell, Hoberman's experience in the games industry revolves entirely around Halo. Despite this, Hoberman is able to assemble an experienced team with accredited backgrounds and track records for his studio. Never underestimate the power of a key franchise. Previous high-profile Bungie employee to set out on their own include co-founder Alex Seropian, whose studio Wideload Games adapted the Halo engine to make Stubbs the Zombie in "Rebel Without a Pulse," and lead producer Hamilton Chu, whose studio Giant Bite has yet to announce a project.[Update 1: As many commentors have pointed out, Bungie moved from Chicago to Redmond. Sorry about the confusion!]